65fd37c149
-Did some fixes to GLES3 too
524 lines
13 KiB
C++
524 lines
13 KiB
C++
/*************************************************************************/
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/* shader_gles2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADER_GLES2_H
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#define SHADER_GLES2_H
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// This must come first to avoid windows.h mess
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#include "platform_config.h"
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#ifndef GLES2_INCLUDE_H
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#include <GLES2/gl2.h>
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#else
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#include GLES2_INCLUDE_H
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#endif
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#include "core/hash_map.h"
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#include "core/map.h"
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#include "core/math/camera_matrix.h"
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#include "core/pair.h"
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#include "core/variant.h"
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#include "servers/visual/shader_language.h"
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#include <stdio.h>
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class RasterizerStorageGLES2;
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class ShaderGLES2 {
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protected:
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struct Enum {
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uint64_t mask;
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uint64_t shift;
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const char *defines[16];
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};
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struct EnumValue {
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uint64_t set_mask;
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uint64_t clear_mask;
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};
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struct AttributePair {
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const char *name;
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int index;
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};
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struct UniformPair {
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const char *name;
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Variant::Type type_hint;
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};
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struct TexUnitPair {
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const char *name;
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int index;
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};
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bool uniforms_dirty;
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private:
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//@TODO Optimize to a fixed set of shader pools and use a LRU
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int uniform_count;
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int texunit_pair_count;
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int conditional_count;
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int vertex_code_start;
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int fragment_code_start;
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int attribute_pair_count;
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struct CustomCode {
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String vertex;
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String vertex_globals;
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String fragment;
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String fragment_globals;
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String light;
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uint32_t version;
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Vector<StringName> texture_uniforms;
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Vector<StringName> custom_uniforms;
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Vector<CharString> custom_defines;
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};
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struct Version {
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GLuint id;
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GLuint vert_id;
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GLuint frag_id;
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Vector<StringName> uniform_names;
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GLint *uniform_location;
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Vector<GLint> texture_uniform_locations;
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Map<StringName, GLint> custom_uniform_locations;
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uint32_t code_version;
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bool ok;
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Version() {
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code_version = 0;
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ok = false;
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uniform_location = NULL;
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}
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};
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Version *version;
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union VersionKey {
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struct {
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uint32_t version;
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uint32_t code_version;
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};
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uint64_t key;
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bool operator==(const VersionKey &p_key) const { return key == p_key.key; }
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bool operator<(const VersionKey &p_key) const { return key < p_key.key; }
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};
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struct VersionKeyHash {
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static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); }
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};
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//this should use a way more cachefriendly version..
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HashMap<VersionKey, Version, VersionKeyHash> version_map;
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HashMap<uint32_t, CustomCode> custom_code_map;
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uint32_t last_custom_code;
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VersionKey conditional_version;
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VersionKey new_conditional_version;
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virtual String get_shader_name() const = 0;
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const char **conditional_defines;
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const char **uniform_names;
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const AttributePair *attribute_pairs;
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const TexUnitPair *texunit_pairs;
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const char *vertex_code;
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const char *fragment_code;
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CharString fragment_code0;
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CharString fragment_code1;
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CharString fragment_code2;
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CharString fragment_code3;
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CharString vertex_code0;
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CharString vertex_code1;
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CharString vertex_code2;
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Vector<CharString> custom_defines;
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Version *get_current_version();
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static ShaderGLES2 *active;
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int max_image_units;
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Map<uint32_t, Variant> uniform_defaults;
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Map<uint32_t, CameraMatrix> uniform_cameras;
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Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > > uniform_values;
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protected:
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_FORCE_INLINE_ int _get_uniform(int p_which) const;
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_FORCE_INLINE_ void _set_conditional(int p_which, bool p_value);
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void setup(const char **p_conditional_defines,
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int p_conditional_count,
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const char **p_uniform_names,
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int p_uniform_count,
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const AttributePair *p_attribute_pairs,
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int p_attribute_count,
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const TexUnitPair *p_texunit_pairs,
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int p_texunit_pair_count,
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const char *p_vertex_code,
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const char *p_fragment_code,
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int p_vertex_code_start,
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int p_fragment_code_start);
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ShaderGLES2();
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public:
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enum {
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CUSTOM_SHADER_DISABLED = 0
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};
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GLint get_uniform_location(const String &p_name) const;
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GLint get_uniform_location(int p_index) const;
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static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; }
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bool bind();
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void unbind();
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void bind_uniforms();
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inline GLuint get_program() const { return version ? version->id : 0; }
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void clear_caches();
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_FORCE_INLINE_ void _set_uniform_value(GLint p_uniform, const Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > &value) {
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if (p_uniform < 0)
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return;
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const Vector<ShaderLanguage::ConstantNode::Value> &values = value.second;
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switch (value.first) {
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case ShaderLanguage::TYPE_BOOL: {
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glUniform1i(p_uniform, values[0].boolean);
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} break;
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case ShaderLanguage::TYPE_BVEC2: {
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glUniform2i(p_uniform, values[0].boolean, values[1].boolean);
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} break;
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case ShaderLanguage::TYPE_BVEC3: {
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glUniform3i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean);
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} break;
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case ShaderLanguage::TYPE_BVEC4: {
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glUniform4i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
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} break;
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case ShaderLanguage::TYPE_INT: {
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glUniform1i(p_uniform, values[0].sint);
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} break;
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case ShaderLanguage::TYPE_IVEC2: {
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glUniform2i(p_uniform, values[0].sint, values[1].sint);
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} break;
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case ShaderLanguage::TYPE_IVEC3: {
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glUniform3i(p_uniform, values[0].sint, values[1].sint, values[2].sint);
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} break;
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case ShaderLanguage::TYPE_IVEC4: {
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glUniform4i(p_uniform, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
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} break;
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case ShaderLanguage::TYPE_UINT: {
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glUniform1i(p_uniform, values[0].uint);
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} break;
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case ShaderLanguage::TYPE_UVEC2: {
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glUniform2i(p_uniform, values[0].uint, values[1].uint);
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} break;
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case ShaderLanguage::TYPE_UVEC3: {
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glUniform3i(p_uniform, values[0].uint, values[1].uint, values[2].uint);
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} break;
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case ShaderLanguage::TYPE_UVEC4: {
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glUniform4i(p_uniform, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
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} break;
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case ShaderLanguage::TYPE_FLOAT: {
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glUniform1f(p_uniform, values[0].real);
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} break;
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case ShaderLanguage::TYPE_VEC2: {
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glUniform2f(p_uniform, values[0].real, values[1].real);
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} break;
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case ShaderLanguage::TYPE_VEC3: {
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glUniform3f(p_uniform, values[0].real, values[1].real, values[2].real);
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} break;
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case ShaderLanguage::TYPE_VEC4: {
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glUniform4f(p_uniform, values[0].real, values[1].real, values[2].real, values[3].real);
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} break;
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case ShaderLanguage::TYPE_MAT2: {
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GLfloat mat[4];
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for (int i = 0; i < 4; i++) {
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mat[i] = values[i].real;
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}
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glUniformMatrix2fv(p_uniform, 1, GL_FALSE, mat);
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} break;
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case ShaderLanguage::TYPE_MAT3: {
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GLfloat mat[9];
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for (int i = 0; i < 9; i++) {
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mat[i] = values[i].real;
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}
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glUniformMatrix3fv(p_uniform, 1, GL_FALSE, mat);
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} break;
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case ShaderLanguage::TYPE_MAT4: {
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GLfloat mat[16];
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for (int i = 0; i < 16; i++) {
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mat[i] = values[i].real;
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}
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glUniformMatrix4fv(p_uniform, 1, GL_FALSE, mat);
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} break;
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case ShaderLanguage::TYPE_SAMPLER2D: {
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} break;
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case ShaderLanguage::TYPE_ISAMPLER2D: {
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} break;
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case ShaderLanguage::TYPE_USAMPLER2D: {
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} break;
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case ShaderLanguage::TYPE_SAMPLERCUBE: {
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} break;
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}
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}
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_FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
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if (p_uniform < 0)
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return; // do none
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switch (p_value.get_type()) {
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case Variant::BOOL:
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case Variant::INT: {
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int val = p_value;
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glUniform1i(p_uniform, val);
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} break;
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case Variant::REAL: {
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real_t val = p_value;
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glUniform1f(p_uniform, val);
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} break;
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case Variant::COLOR: {
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Color val = p_value;
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glUniform4f(p_uniform, val.r, val.g, val.b, val.a);
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} break;
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case Variant::VECTOR2: {
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Vector2 val = p_value;
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glUniform2f(p_uniform, val.x, val.y);
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} break;
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case Variant::VECTOR3: {
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Vector3 val = p_value;
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glUniform3f(p_uniform, val.x, val.y, val.z);
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} break;
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case Variant::PLANE: {
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Plane val = p_value;
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glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d);
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} break;
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case Variant::QUAT: {
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Quat val = p_value;
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glUniform4f(p_uniform, val.x, val.y, val.z, val.w);
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} break;
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case Variant::TRANSFORM2D: {
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Transform2D tr = p_value;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.elements[0][0],
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tr.elements[0][1],
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0,
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0,
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tr.elements[1][0],
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tr.elements[1][1],
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0,
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0,
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0,
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0,
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1,
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0,
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tr.elements[2][0],
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tr.elements[2][1],
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0,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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} break;
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case Variant::BASIS:
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case Variant::TRANSFORM: {
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Transform tr = p_value;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.basis.elements[0][0],
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tr.basis.elements[1][0],
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tr.basis.elements[2][0],
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0,
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tr.basis.elements[0][1],
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tr.basis.elements[1][1],
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tr.basis.elements[2][1],
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0,
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tr.basis.elements[0][2],
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tr.basis.elements[1][2],
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tr.basis.elements[2][2],
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0,
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tr.origin.x,
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tr.origin.y,
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tr.origin.z,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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} break;
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case Variant::OBJECT: {
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} break;
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default: { ERR_FAIL(); } // do nothing
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}
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}
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uint32_t create_custom_shader();
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void set_custom_shader_code(uint32_t p_code_id,
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const String &p_vertex,
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const String &p_vertex_globals,
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const String &p_fragment,
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const String &p_light,
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const String &p_fragment_globals,
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const Vector<StringName> &p_uniforms,
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const Vector<StringName> &p_texture_uniforms,
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const Vector<CharString> &p_custom_defines);
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void set_custom_shader(uint32_t p_code_id);
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void free_custom_shader(uint32_t p_code_id);
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void set_uniform_default(int p_idx, const Variant &p_value) {
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if (p_value.get_type() == Variant::NIL) {
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uniform_defaults.erase(p_idx);
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} else {
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uniform_defaults[p_idx] = p_value;
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}
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uniforms_dirty = true;
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}
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// this void* is actually a RasterizerStorageGLES2::Material, but C++ doesn't
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// like forward declared nested classes.
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void use_material(void *p_material);
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_FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; }
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_FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
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void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
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uniform_cameras[p_idx] = p_mat;
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uniforms_dirty = true;
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}
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_FORCE_INLINE_ void set_texture_uniform(int p_idx, const Variant &p_value) {
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ERR_FAIL_COND(!version);
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ERR_FAIL_INDEX(p_idx, version->texture_uniform_locations.size());
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_set_uniform_variant(version->texture_uniform_locations[p_idx], p_value);
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}
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_FORCE_INLINE_ GLint get_texture_uniform_location(int p_idx) {
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ERR_FAIL_COND_V(!version, -1);
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ERR_FAIL_INDEX_V(p_idx, version->texture_uniform_locations.size(), -1);
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return version->texture_uniform_locations[p_idx];
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}
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virtual void init() = 0;
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void finish();
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void set_base_material_tex_index(int p_idx);
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void add_custom_define(const String &p_define) {
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custom_defines.push_back(p_define.utf8());
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}
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virtual ~ShaderGLES2();
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};
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// called a lot, made inline
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int ShaderGLES2::_get_uniform(int p_which) const {
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ERR_FAIL_INDEX_V(p_which, uniform_count, -1);
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ERR_FAIL_COND_V(!version, -1);
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return version->uniform_location[p_which];
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}
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void ShaderGLES2::_set_conditional(int p_which, bool p_value) {
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ERR_FAIL_INDEX(p_which, conditional_count);
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if (p_value)
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new_conditional_version.version |= (1 << p_which);
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else
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new_conditional_version.version &= ~(1 << p_which);
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}
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#endif
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